Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Errors? Omissions? Report them!
Christmas Gift
Elsenborn Ridge #27
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
United States 3rd "Spearhead" Armored Division
United States 75th Infantry Division
Display
Balance:



Overall balance chart for ElsR027
Total
Side 1 2
Draw 0
Side 2 4
Overall Rating, 6 votes
5
4
3
2
1
3.83
Scenario Rank: 172 of 940
Parent Game Elsenborn Ridge
Historicity Historical
Date 1944-12-25
Start Time 12:00
Turn Count 30
Visibility Day
Counters 53
Net Morale 0
Net Initiative 0
Maps 2: 24, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 89
AAR Bounty 171
Total Plays 6
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Elsenborn Ridge Base Game
Introduction

The raw 75th Infantry Division arrived at the front on Christmas Eve and was immediately flung into action. A German tank column quickly broke through their lines and was only stopped by a lucky bazooka shot the knocked out a Panther so the burning wreck blocked the road. The next day the infantrymen received air and armor support, and an order to attack the dreaded SS at the village of Grandmenil.

Conclusion

Third Armored Division's Task Force McGeorge had laid out its orange recognition panels properly, but the P38 Lightnings of 430th Fighter Squadron attacked them anyway, killing 38 men and wounding dozens more. The "American Luftwaffe" thoroughly crushed the attack and the SS had no problem driving back the handful of green riflemen who tried to advance without the tanks. Grandmenil would fall on the 26th to the same American forces - but without air support.

Additional Notes

SS transport counters are available as a free download from Avalanche Press. If not using these or other SS transport from other games, players should use regular German army transport as substitutes.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Germany Order of Battle
Schutzstaffel
  • Mechanized
  • Motorized
United States Order of Battle
Army
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

You must be patient for your Christmas presents
Author campsawyer
Method Solo
Victor United States
Play Date 2012-01-02
Language English
Scenario ElsR027

A solo effort with this scenario which at first I thought would be tough for the Americans. The Germans were on the defense and held the town with SS and Panthers, while the Americans were hampered by low morale and fickle air support. But the Americans pulled through with tactics and a bit of determination.

The Germans are on the defensive and hold the town of Grandmenil on board 25. Their force is two companies of SS troops with two platoons of Panthers. They have good morale and decent leaders. OBA is weak, only one module of 16 firepower. The Americans have three reinforced companies plus armor support with M4 and M4/76 tanks. The leaders are good but morale is lower, only 7/6. OBA is good with three modules of 18 firepower.

With the setup the Germans are on board 25, holding the large town with four GRENS, HMG and a Panther, the STNBFR and an OSTFR. The small southern town is held by two GRENs and the Panther with a HPSTFR. To the north the other HPSTFR with an HMG and GREN, prepare to dig in the light woods on the hill. The Americans setup on board 25 mainly around the crossroads at 709. This consists of the MAJ with the tanks, 3in AT, five INF's and an HMG. To the north a flanking force commanded by the CAPT and consisting of five INF's, two HMG's, the 81mm mortar and the halftracks looked to advance on the northern wooded hill and then onto the town. The center force would move up the road and wait for the right time to attack when the Germans were tied up by the northern attack.

The attack setup off at 12:00 and the two turns consisted of the Americans maneuvering for the northern woods assault. What made this tough was the Germans in the southern town hex could spot the Americans moving as well as long-range attack any armor units that attempted to move to the east. German fire from the HPSTFR's group on the hill caused the first American disruptions, but American leaders were close and were able to get the INF's going again. German OBA was feeble and eventually the Americans were in the woods to the north of Grandmenil. The SS STNBFR ordered reinforcements up to the HPSTFR position, two GRENS and low morale OSTFR to support the outnumbered SS. American fire was having an effect with disruption and demoralization's, in fact the lone American 81mm was able to score a double demoralization on the HMG defending the hill. This was the signal for the center force to move.

In the center the Americans, advanced down the road, using the cover of the woods to keep out of the Panthers view. The Americans setup their HMG and 3in AT for any opportunity to hit the SS defenders. Several INFs and a good LT setup to rush the hill if there was a break in the German line. That soon came with the loss if the SS HMG on the hill. Four INF's dashed for the hill position and took fire from a covering HMG in the town. Most INF's made it to the cover of the wooded hill and provide weight to the American attack. The German HPSTFR was now in trouble. American fire had disrupted him and a GREN had taken a step loss. He had to move his command back toward the town.

The German reaction to the northern assault was to push reinforcements in and at first it had a positive effect by slowing the American advance. Even the Panther was able to maneuver up the hill and take out the M4 supporting the American attack. But it was exposed to American infantry once the HPSTFR pulled back and it moved back into the town. The Americans, although disrupted had blunted the German counter move and was able to slowly pick off the GRENs with concentrated direct fire and OBA.

American airpower appeared on several turns but the mis-identification of American troops was averted at the last moment and the attacks called off. The Americans continued to press the Germans and was able to assault the HPSTFR command destroying the GREN, but the command was able to retreat. Eventually the HPTFR was pressed back into the town through demoralization and step losses. All during which accurate German fire disrupted and demoralized the Americans, but there leaders were there to get them going the next turn. Meanwhile German morale was suffering, several demoralized GREN's and HMG remained in that state for several turns. But there was still enough good order GREN's and the Panthers holding the town. The Americans would have to assault it to win.

By turn 17 the Americans were ready to push on the town from the north. OBA lead the attack demoralizing a dug in unit to the north of the town. INF's move to assualt facing OP fire from the town. But the fire was weak and the strong American LT was backing the attack and after a quick assault the Germans were destroyed. Then the key to the American win came, a step loss to the SS HMG in the western town edge, that left the HMG demoralized. Despite the STBNFR effort to recover the HMG it fled. The Americans dashed for the west edge of the town capturing it and threatening the STBNFR command. GREN's rushed to the STBNFR aid but they were quickly assaulted and the command was destroyed. At this point the Germans were in trouble and decided to threaten the M4/76 supporting from the north. Moving back from Panther site opened the recovering INF's to fire from the Panthers. A brave American LT was captured by the advancing tanks but eventually they were stopped by exposing themselves to cross-fire. American assaults continued in the town and eventually it was over with the Americans having a commanding VP lead 27 to 11. A major victory for the Americans.

I would have given this a 5 but there are a couple of SSR issues. I had an issue will the timeframe and a hole in the SSR for "American Luftwaffe". With the timeframe, the scenario starts at 12:00 and goes for 30 turns which winds up at 19:30 which would be evening, but there is no reference that night falls and visibilty darkens. This would also affect how long the Americans should roll for air support too. The second item is when the Germans control the air support, I was not sure how to resolve friendly fire from the German attack and there was no reference in the SSRs.

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